Well, not necessarily. Keep in mind that the wrestling game and STFC
will largely be text based. It doesn't make much of a difference one
way or the other if it is written in pure C++ or written in .Net as
the majority of the coding would be fairly similar in practice.
For instance, I might initialize a Window using the Win32 API, and
then use the wprintf() function to write text directly to the window
void PrintIntro ()
wprintf ("Ultimate Legends\n");
wprintf ("Version 1.0\n");
That's simple enough. However, doing the same thing in VB .Net is just
as equally simple. I might create a simple Window, add a textbox to
the middle of the window, and do something similar to above.
textbox.Text = "WWE"
textbox.Text = "Ultimate Legends"
textbox.Text = "Version 1.0"
As you might be able to see the VB example in this case doesn't really
save anything in the long run because after all we are just dealing
with text output. This is a fairly straight forward process for most
programming languages. Its the other stuff like loading and playing
audio that makes a difference as there can be a huge difference in how
it is done.
For instance if you take the stock C++ DirectSound 8 library that
ships with MS Windows there is no builtin ability to load sounds and
assign them to a secondary buffer for playback. Therefore the C++
developer pretty much has to write his or her own load functions in
order to use that API. However, com components like dx8vb.dll has
simplified this for Visual Basic developers, because Microsoft has
thoughtfully added an open function which can open wav files for
playback. This is why, I purchased Streemway from Philip, as I have
access to DirectSound without having to write my own load functions
etc just to use the API. With Streemway I have the equal access and
simplicity of a Visual Basic or .Net developer. Make sense?
So even though I might write STFC or my wrestling game without my
engine I still have a huge amount of code that can be reused. I have
Streemway, for audio playback, I've got wrappers for DirectInput, and
I can copy my wrapper for Sapi 5 support to extremely speed up the
process because I have a lot of code in place already.
On 7/16/11, dark <d...@xgam.org> wrote:
> Hi Tom.
> thanks for the full explanation. just going on what you've said though, I'm
> afraid it sounds as if when you next start on a new game outside your
> platform engine like the startrek or wrestling one, a different language
> from C++ may be better?
> I personally don't particularly mind downloading dependencies sinse often
> they are useful for other things (for instance other games), and while
> security and performance are both important for some programs (I would wager
> my avg antivirus and tuneup were written in C++), I do find myself wondering
> how much difference this makes to a game if it makes it so much more
> difficult and time consuming to program?
> Appologies if this seems hars, I know as a none programmer myself it's easy
> to sit and make judgements, however I will admit i've noticed a tendency
> that some programmers have (rather like logicians), to do something for
> reasons of efficiency of code or general structure which makes litle
> difference to the main user.
> Beware the Grue!
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